Colorless Cards
Alchemize+
Procure a random potion.
Exhaust.
Procure a random potion.
Exhaust.
Anointed+
Put every Rare card from your Draw Pile into your Hand.
Exhaust.
Retain.
Put every Rare card from your Draw Pile into your Hand.
Exhaust.
Automation+
Every 10 cards you draw, gain
.
Every 10 cards you draw, gain
.
Beacon of Hope+
Whenever you gain Block on your turn, other players gain half that much Block.
Innate.
Whenever you gain Block on your turn, other players gain half that much Block.
Beat Down+
Play 3 random Attacks from your Discard Pile.
Play 4 random Attacks from your Discard Pile.
Believe in You+
Another player gains

.
Another player gains 4
.
Bolas+
Deal 3 damage.
At the start of your next turn, return this to your Hand.
Deal 4 damage.
At the start of your next turn, return this to your Hand.
Calamity+
Whenever you play an Attack, add a random Attack into your Hand.
Whenever you play an Attack, add a random Attack into your Hand.
Catastrophe+
Play 2 random cards from your Draw Pile.
Play 3 random cards from your Draw Pile.
Coordinate+
Give another player 5 Strength this turn.
Give another player 8 Strength this turn.
Dark Shackles+
Enemy loses 9 Strength this turn.
Exhaust.
Enemy loses 15 Strength this turn.
Exhaust.
Discovery+
Choose 1 of 3 random cards to add into your Hand.
It costs 0
this turn.
Exhaust.
Choose 1 of 3 random cards to add into your Hand.
It costs 0
this turn.
Dramatic Entrance+
Innate.
Deal 11 damage to ALL enemies.
Exhaust.
Innate.
Deal 15 damage to ALL enemies.
Exhaust.
Entropy+
At the start of your turn, Transform 1 card in your Hand.
Innate.
At the start of your turn, Transform 1 card in your Hand.
Equilibrium+
Gain 13 Block.
Retain your Hand this turn.
Gain 16 Block.
Retain your Hand this turn.
Eternal Armor+
Gain 7 Plating.
Gain 9 Plating.
Fasten+
Gain an additional 5 Block from Defend cards.
Gain an additional 7 Block from Defend cards.
Finesse+
Gain 4 Block.
Draw 1 card.
Gain 7 Block.
Draw 1 card.
Fisticuffs+
Deal 7 damage.
Gain Block equal to damage dealt.
Deal 9 damage.
Gain Block equal to damage dealt.
Flash of Steel+
Deal 5 damage.
Draw 1 card.
Deal 8 damage.
Draw 1 card.
Gang Up+
Deal 5 damage.
Deals 5 additional damage for each time another player has attacked the enemy this turn.
Deal 5 damage.
Deals 7 additional damage for each time another player has attacked the enemy this turn.
Gold Axe+
Deal damage equal to the number of cards played this combat.
Retain.
Deal damage equal to the number of cards played this combat.
Hand of Greed+
Deal 20 damage.
If Fatal, gain 20 Gold.
Deal 25 damage.
If Fatal, gain 25 Gold.
Hidden Gem+
A random card in your Draw Pile gains Replay 2.
A random card in your Draw Pile gains Replay 3.
Huddle Up+
ALL allies draw 2 cards.
ALL allies draw 3 cards.
Impatience+
If you have no Attacks in your Hand, draw 2 cards.
If you have no Attacks in your Hand, draw 3 cards.
Intercept+
Gain 9 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Gain 13 Block.
Redirect all incoming attacks that would be dealt to another player this turn to you.
Jack of All Trades+
Add 1 random Colorless card into your Hand.
Exhaust.
Add 2 random Colorless cards into your Hand.
Exhaust.
Jackpot+
Deal 25 damage.
Add 3 random 0
cards into your Hand.
Deal 30 damage.
Add 3 random Upgraded 0
cards into your Hand.
Knockdown+
Deal 10 damage.
The enemy takes double damage from other players this turn.
Deal 14 damage.
The enemy takes triple damage from other players this turn.
Lift+
Give another player 11 Block.
Give another player 16 Block.
Master of Strategy+
Draw 3 cards.
Exhaust.
Draw 4 cards.
Exhaust.
Mayhem+
At the start of your turn, play the top card of your Draw Pile.
At the start of your turn, play the top card of your Draw Pile.
Mimic+
Gain Block equal to the Block on another player.
Exhaust.
Gain Block equal to the Block on another player.
Mind Blast+
Innate.
Deal damage equal to the number of cards in your Draw Pile.
Innate.
Deal damage equal to the number of cards in your Draw Pile.
Nostalgia+
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
Omnislice+
Deal 8 damage.
Damage ALL other enemies equal to the damage dealt.
Deal 11 damage.
Damage ALL other enemies equal to the damage dealt.
Panache+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Every time you play 5 cards in a single turn, deal 14 damage to ALL enemies.
Panic Button+
Gain 30 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Gain 40 Block.
You cannot gain Block from cards for 2 turns.
Exhaust.
Prep Time+
At the start of your turn, gain 4 Vigor.
At the start of your turn, gain 6 Vigor.
Production+
Gain 
.
Exhaust.
Gain 
.
Prolong+
Next turn, gain Block equal to your current Block.
Exhaust.
Next turn, gain Block equal to your current Block.
Prowess+
Gain 1 Strength.
Gain 1 Dexterity.
Gain 2 Strength.
Gain 2 Dexterity.
Purity+
Retain.
Exhaust up to 3 cards in your Hand.
Exhaust.
Retain.
Exhaust up to 5 cards in your Hand.
Exhaust.
Rally+
ALL players gain 12 Block.
ALL players gain 17 Block.
Rend+
Deal 15 damage.
Deals 5 additional damage for each unique debuff on the enemy.
Deal 18 damage.
Deals 8 additional damage for each unique debuff on the enemy.
Restlessness+
Retain.
If your Hand is empty, draw 2 cards and gain 
.
Retain.
If your Hand is empty, draw 3 cards and gain 

.
Rolling Boulder+
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.
At the start of your turn, deal 10 damage to ALL enemies and increase this damage by 5.
Salvo+
Deal 12 damage.
Retain your Hand this turn.
Deal 16 damage.
Retain your Hand this turn.
Scrawl+
Draw cards until your Hand is full.
Exhaust.
Retain.
Draw cards until your Hand is full.
Exhaust.
Secret Technique+
Put a Skill from your Draw Pile into your Hand.
Exhaust.
Put a Skill from your Draw Pile into your Hand.
Secret Weapon+
Put an Attack from your Draw Pile into your Hand.
Exhaust.
Put an Attack from your Draw Pile into your Hand.
Seeker Strike+
Deal 6 damage.
Choose 1 of 3 cards in your Draw Pile to add into your Hand.
Deal 9 damage.
Choose 1 of 3 cards in your Draw Pile to add into your Hand.
Shockwave+
Apply 3 Weak and Vulnerable to ALL enemies.
Exhaust.
Apply 5 Weak and Vulnerable to ALL enemies.
Exhaust.
Splash+
Choose 1 of 3 random Attacks from another character to add into your Hand.
It's free to play this turn.
Choose 1 of 3 random Upgraded Attacks from another character to add into your Hand.
It's free to play this turn.
Stratagem+
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
Tag Team+
Deal 11 damage.
The next Attack another player plays on the enemy is played an extra time.
Deal 15 damage.
The next Attack another player plays on the enemy is played an extra time.
The Bomb+
At the end of 3 turns, deal 40 damage to ALL enemies.
At the end of 3 turns, deal 50 damage to ALL enemies.
The Gambit+
Gain 50 Block.
If you take unblocked attack damage this combat, die.
Gain 75 Block.
If you take unblocked attack damage this combat, die.
Thinking Ahead+
Draw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Exhaust.
Draw 2 cards.
Put 1 card from your Hand on top of your Draw Pile.
Thrumming Hatchet+
Deal 11 damage.
At the start of your next turn, return this to your Hand.
Deal 14 damage.
At the start of your next turn, return this to your Hand.
Ultimate Defend+
Gain 11 Block.
Gain 15 Block.
Ultimate Strike+
Deal 14 damage.
Deal 20 damage.
Volley+
Deal 10 damage to a random enemy X times.
Deal 14 damage to a random enemy X times.